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Carronades

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Sammy B. T.:
The heavy carronade is ridiculously OP against every ship other than the pyra which its only fairly effective. The fact that you can functionally take down any enemy balloon in the few seconds it takes to fire 2 shots at 400 meters (heavy clip) is insanely broken.

GeoRmr:

--- Quote from: Sammy B. T. on December 01, 2014, 10:42:26 pm ---The heavy carronade is ridiculously OP against every ship other than the pyra which its only fairly effective. The fact that you can functionally take down any enemy balloon in the few seconds it takes to fire 2 shots at 400 meters (heavy clip) is insanely broken.

--- End quote ---

IMHO its not OP because it breaks the balloon, its OP because the balloon takes so long to rebuild - and then once its rebuilt takes far too long to be fully repaired meaning the pilot can't manoeuvre effectively or use pilot tools such as hydrogen in order to regain altitude advantage. (or get a shatter damage gun in arc long enough to break the carronade) A rescaling of balloon health and damage modifiers and damage reductions to pilot tools I believe would fix this issue. The new mechanic muse added this patch to increase ships speed when balloons are damaged could potentially help ships that are in balloon lock, but in its current form the difference is insignificant. Another issue is the lack of shatter damage guns that have upwards arc that could allow ships at lower altitudes to disable carronades on ships that already have height advantage over them.

TLDR the immediate effect of carronades to gain altitude advantage is still desirable - the problem is it is too easy to maintain the advantage after the first balloon break and too difficult for the enemy pilot to change the situation.

Tanya Phenole:
I wonder if decreasing rebuild of baloon time will not turn into physics abusal.

Mezhu:
No geo, stop insisting that 'just rescaling balloon health and dmg-> ez fix'. It is a fix but one that has extreme consequences to many other aspects of the game. Suddenly balloon tools are not as punishing to use since dps/rps ratio is greatly reduced. Likewise, carronade is weaker since the balloon can survive a clip with a well timed mallet wack (it already can, assuming unbuffed carro). Faster balloon rebuilds negate the need for crew loadout adjustments and simultaneously change the dynamics of many other guns. If the 'simple' change of changing balloon health and damage values the gameplay shifts dramatically.

OT, I'd change the raw damage numbers so that each unbuffed heavy shot aimed against balloon drains exactly 51% of its' maximum health. Carronade still wins on the long run, as it should. This way though people would have a longer reaction time before the first pop, and after the first pop you have a larger time window during which to seek a chance to escape or retaliate.

GeoRmr:

--- Quote from: Mezhu on December 02, 2014, 10:13:43 am ---No geo, stop insisting that 'just rescaling balloon health and dmg-> ez fix'. It is a fix but one that has extreme consequences to many other aspects of the game. Suddenly balloon tools are not as punishing to use since dps/rps ratio is greatly reduced. Likewise, carronade is weaker since the balloon can survive a clip with a well timed mallet wack (it already can, assuming unbuffed carro). Faster balloon rebuilds negate the need for crew loadout adjustments and simultaneously change the dynamics of many other guns. If the 'simple' change of changing balloon health and damage values the gameplay shifts dramatically.

OT, I'd change the raw damage numbers so that each unbuffed heavy shot aimed against balloon drains exactly 51% of its' maximum health. Carronade still wins on the long run, as it should. This way though people would have a longer reaction time before the first pop, and after the first pop you have a larger time window during which to seek a chance to escape or retaliate.

--- End quote ---

"balloon tools are not as punishing to use since dps/rps ratio is greatly reduced."

IMHO balloon tools are currently more punishing to use than they should be (see the many threads people have made about this in the past) So yes, this is a good thing. If this is an issue guess what - this shit can be rebalanced to the same state by maintaining the current damage done by pilot tools, it would require more immediate engineer attention but guess what - that's also a good thing because it encourages pilot engineer communication.


"Likewise, carronade is weaker since the balloon can survive a clip with a well timed mallet wack"

Duh, that's the fkn point.

"(it already can, assuming unbuffed carro)."

Oh, well what the fk was your point then?



"Faster balloon rebuilds negate the need for crew loadout adjustments."

Duh, that's the fkn point.



"..simultaneously change the dynamics of many other guns."

This would not affect any of the other guns because ALL the balloon modifiers for damage types would be scaled proportionately. For example, An artemis shot to the balloon would deal the same % damage as it does currently.



"gameplay shifts dramatically."

Duh, that's the fkn point - More exotic ships are nolonger insta countered by anything with a carronade - We would likely see more mobulas in close range maps like Paritan for example.



"people would have a longer reaction time before the first pop"
This is bad, carronade is a disable weapon - disable should have immediate effect to negate kill oriented load-outs;
my change keeps this immediate effect disable philosophy while only changing the prolonged survivability aspect.


I'm insisting even harder.

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